papermario/src/battle/area/omo2_3/actor/shy_stack.c

1484 lines
62 KiB
C

#include "common.h"
#include "battle/battle.h"
#include "script_api/battle.h"
#include "effects.h"
#include "sprite/npc/ShyStackGuy.h"
#include "sprite/npc/ShyStackDamage.h"
#include "sprite/npc/ShyStackRock.h"
#include "sprite/npc/GeneralGuy.h"
#include "sprite/npc/ShyGuy.h"
#define NAMESPACE b_area_omo2_3_shy_stack
API_CALLABLE(func_80231000_54CC70) {
Bytecode* args = script->ptrReadPos;
evt_get_variable(script, args[1]);
return ApiStatus_DONE2;
}
extern s32 N(IdleAnimations)[];
extern s32 N(IdleAnimations_rock)[];
extern s32 N(IdleAnimations_damage)[];
extern s32 N(IdleAnimations_shy_guy)[];
extern EvtScript N(init);
extern EvtScript N(takeTurn);
extern EvtScript N(idle);
extern EvtScript N(handleEvent);
extern EvtScript N(80235168);
extern EvtScript N(launch_rock);
extern EvtScript N(onDeath);
extern EvtScript N(onSpinSmashLaunchDeath);
extern EvtScript N(onSpinSmash);
extern EvtScript N(doSpinSmashHitLastGuy);
extern EvtScript N(doSpinSmashHit);
s32 N(DefenseTable)[] = {
ELEMENT_NORMAL, 0,
ELEMENT_END,
};
s32 N(StatusTable)[] = {
STATUS_NORMAL, 0,
STATUS_DEFAULT, 0,
STATUS_SLEEP, 60,
STATUS_POISON, 0,
STATUS_FROZEN, 0,
STATUS_DIZZY, 60,
STATUS_FEAR, 0,
STATUS_STATIC, 0,
STATUS_PARALYZE, 90,
STATUS_SHRINK, 75,
STATUS_STOP, 60,
STATUS_DEFAULT_TURN_MOD, 0,
STATUS_SLEEP_TURN_MOD, 0,
STATUS_POISON_TURN_MOD, 0,
STATUS_FROZEN_TURN_MOD, 0,
STATUS_DIZZY_TURN_MOD, 0,
STATUS_FEAR_TURN_MOD, 0,
STATUS_STATIC_TURN_MOD, 0,
STATUS_PARALYZE_TURN_MOD, 0,
STATUS_SHRINK_TURN_MOD, 0,
STATUS_STOP_TURN_MOD, 0,
STATUS_END,
};
ActorPartBlueprint N(parts)[] = {
{
.flags = ACTOR_PART_FLAG_NO_TARGET,
.index = 1,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 20 },
.opacity = 255,
.idleAnimations = N(IdleAnimations),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_MULTI_TARGET,
.index = 2,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 67 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 3,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 50 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 4,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 33 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET,
.index = 5,
.posOffset = { 0, 0, 0 },
.targetOffset = { -2, 16 },
.opacity = 255,
.idleAnimations = NULL,
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, -8 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 6,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 7,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 8,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 9,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_rock),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_2 | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 10,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_damage),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 11,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 12,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 13,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
{
.flags = ACTOR_PART_FLAG_INVISIBLE | ACTOR_PART_FLAG_NO_TARGET | ACTOR_PART_FLAG_USE_ABSOLUTE_POSITION,
.index = 14,
.posOffset = { 0, 0, 0 },
.targetOffset = { 0, 0 },
.opacity = 255,
.idleAnimations = N(IdleAnimations_shy_guy),
.defenseTable = N(DefenseTable),
.eventFlags = 0,
.elementImmunityFlags = 0,
.projectileTargetOffset = { 0, 0 },
},
};
ActorBlueprint NAMESPACE = {
.flags = 0,
.type = ACTOR_TYPE_SHY_STACK,
.level = 0,
.maxHP = 10,
.partCount = ARRAY_COUNT(N(parts)),
.partsData = N(parts),
.initScript = &N(init),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 0,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 30, 75 },
.hpBarOffset = { 0, 0 },
.statusIconOffset = { -15, 75 },
.statusMessageOffset = { 10, 65 },
};
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim04,
STATUS_STONE, ANIM_ShyStackGuy_Anim00,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim00,
STATUS_POISON, ANIM_ShyStackGuy_Anim04,
STATUS_STOP, ANIM_ShyStackGuy_Anim00,
STATUS_STATIC, ANIM_ShyStackGuy_Anim00,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim00,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim00,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0C,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0C,
STATUS_FEAR, ANIM_ShyStackGuy_Anim00,
STATUS_END,
};
s32 N(IdleAnimations2)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim05,
STATUS_STONE, ANIM_ShyStackGuy_Anim01,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim01,
STATUS_POISON, ANIM_ShyStackGuy_Anim05,
STATUS_STOP, ANIM_ShyStackGuy_Anim01,
STATUS_STATIC, ANIM_ShyStackGuy_Anim01,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim01,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim01,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0D,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0D,
STATUS_FEAR, ANIM_ShyStackGuy_Anim01,
STATUS_END,
};
s32 N(IdleAnimations3)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim06,
STATUS_STONE, ANIM_ShyStackGuy_Anim02,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim02,
STATUS_POISON, ANIM_ShyStackGuy_Anim06,
STATUS_STOP, ANIM_ShyStackGuy_Anim02,
STATUS_STATIC, ANIM_ShyStackGuy_Anim02,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim02,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim02,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0E,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0E,
STATUS_FEAR, ANIM_ShyStackGuy_Anim02,
STATUS_END,
};
s32 N(IdleAnimations4)[] = {
STATUS_NORMAL, ANIM_ShyStackGuy_Anim07,
STATUS_STONE, ANIM_ShyStackGuy_Anim03,
STATUS_SLEEP, ANIM_ShyStackGuy_Anim03,
STATUS_POISON, ANIM_ShyStackGuy_Anim07,
STATUS_STOP, ANIM_ShyStackGuy_Anim03,
STATUS_STATIC, ANIM_ShyStackGuy_Anim03,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim03,
STATUS_PARALYZE, ANIM_ShyStackGuy_Anim03,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0F,
STATUS_DIZZY, ANIM_ShyStackGuy_Anim0F,
STATUS_FEAR, ANIM_ShyStackGuy_Anim03,
STATUS_END,
};
s32 N(IdleAnimations_rock)[] = {
STATUS_NORMAL, ANIM_ShyStackRock_Anim00,
STATUS_END,
};
s32 N(IdleAnimations_damage)[] = {
STATUS_NORMAL, ANIM_ShyStackDamage_Anim00,
STATUS_END,
};
s32 N(IdleAnimations_shy_guy)[] = {
STATUS_NORMAL, ANIM_ShyGuy_Red_Anim01,
STATUS_END,
};
EvtScript N(init) = {
EVT_CALL(BindTakeTurn, ACTOR_SELF, EVT_PTR(N(takeTurn)))
EVT_CALL(BindIdle, ACTOR_SELF, EVT_PTR(N(idle)))
EVT_CALL(BindHandleEvent, ACTOR_SELF, EVT_PTR(N(handleEvent)))
EVT_CALL(SetActorVar, ACTOR_SELF, 1, ANIM_ShyStackGuy_Anim00)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, ANIM_ShyStackGuy_Anim04)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, ANIM_ShyStackGuy_Anim08)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim10)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim14)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1B)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 0)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, 0, LVar0)
EVT_IF_EQ(LVar0, 0)
EVT_SET(LVar0, 10)
EVT_CALL(SetPartPos, ACTOR_SELF, 14, LVar0, 200, 0)
EVT_CALL(SetPartPos, ACTOR_SELF, 13, LVar0, 200, 0)
EVT_CALL(SetPartPos, ACTOR_SELF, 12, LVar0, 200, 0)
EVT_CALL(SetPartPos, ACTOR_SELF, 11, LVar0, 200, 0)
EVT_THREAD
EVT_WAIT(5)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 14, SOUND_301)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 14, ANIM_ShyGuy_Red_Anim0A)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 14, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 14, EVT_FLOAT(1.0))
EVT_CALL(SetPartSounds, ACTOR_SELF, 14, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(FallPartTo, ACTOR_SELF, 14, LVar0, 0, 0, 36)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 14, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 14, ANIM_ShyGuy_Red_Anim07)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(36)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 13, SOUND_301)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(31)
EVT_CALL(SetAnimation, ACTOR_SELF, 13, ANIM_ShyGuy_Red_Anim0A)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 13, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 13, EVT_FLOAT(1.0))
EVT_CALL(SetPartSounds, ACTOR_SELF, 13, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(FallPartTo, ACTOR_SELF, 13, LVar0, 18, 0, 32)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 13, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 13, ANIM_ShyGuy_Red_Anim07)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -5, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, 0, 0)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(67)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 12, SOUND_301)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(62)
EVT_CALL(SetAnimation, ACTOR_SELF, 12, ANIM_ShyGuy_Red_Anim0A)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 12, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 12, EVT_FLOAT(1.0))
EVT_CALL(SetPartSounds, ACTOR_SELF, 12, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(FallPartTo, ACTOR_SELF, 12, LVar0, 36, 0, 28)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 12, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 12, ANIM_ShyGuy_Red_Anim07)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -4, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -3, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -6, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -4, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, 0, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, 0, 0)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(98)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 11, SOUND_301)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(93)
EVT_CALL(SetAnimation, ACTOR_SELF, 11, ANIM_ShyGuy_Red_Anim0A)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 11, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 11, EVT_FLOAT(1.0))
EVT_CALL(SetPartSounds, ACTOR_SELF, 11, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(FallPartTo, ACTOR_SELF, 11, LVar0, 54, 0, 24)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 11, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 11, ANIM_ShyGuy_Red_Anim07)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -1, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -3, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, -5, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -1, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, 0, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, 0, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, 0, 0)
EVT_WAIT(7)
EVT_CALL(GetPartOffset, ACTOR_SELF, 14, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 11, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 12, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 13, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 14, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_END_THREAD
EVT_ELSE
EVT_CALL(SetPartPos, ACTOR_SELF, 14, 200, 0, 47)
EVT_CALL(SetPartPos, ACTOR_SELF, 13, 200, 0, 47)
EVT_CALL(SetPartPos, ACTOR_SELF, 12, 200, 0, 47)
EVT_CALL(SetPartPos, ACTOR_SELF, 11, 200, 0, 47)
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 14, ANIM_ShyGuy_Red_Anim04)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 14, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 14, EVT_FLOAT(4.0))
EVT_CALL(RunPartTo, ACTOR_SELF, 14, 55, 0, 47, FALSE)
EVT_CALL(RunPartTo, ACTOR_SELF, 14, 50, 0, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 14, ANIM_ShyGuy_Red_Anim07)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(31)
EVT_CALL(SetAnimation, ACTOR_SELF, 13, ANIM_ShyGuy_Red_Anim04)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 13, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 13, EVT_FLOAT(4.0))
EVT_CALL(RunPartTo, ACTOR_SELF, 13, 55, 0, 47, 36)
EVT_CALL(SetAnimation, ACTOR_SELF, 13, ANIM_ShyGuy_Red_Anim09)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 13, EVT_FLOAT(1.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 13, 50, 18, 0, 20, TRUE)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 13, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 13, ANIM_ShyGuy_Red_Anim07)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -5, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, 0, 0)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(77)
EVT_CALL(SetAnimation, ACTOR_SELF, 13, ANIM_ShyGuy_Red_Anim0A)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(62)
EVT_CALL(SetAnimation, ACTOR_SELF, 12, ANIM_ShyGuy_Red_Anim04)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 12, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 12, EVT_FLOAT(4.0))
EVT_CALL(RunPartTo, ACTOR_SELF, 12, 55, 0, 47, 36)
EVT_CALL(SetAnimation, ACTOR_SELF, 12, ANIM_ShyGuy_Red_Anim09)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 12, EVT_FLOAT(1.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 12, 50, 36, 0, 20, TRUE)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 12, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 12, ANIM_ShyGuy_Red_Anim07)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -3, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -5, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, 0, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, 0, 0)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(108)
EVT_CALL(SetAnimation, ACTOR_SELF, 12, ANIM_ShyGuy_Red_Anim0A)
EVT_END_THREAD
EVT_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 11, ANIM_ShyGuy_Red_Anim04)
EVT_WAIT(143)
EVT_WAIT(10)
EVT_CALL(SetAnimation, ACTOR_SELF, 11, ANIM_ShyGuy_Red_Anim09)
EVT_WAIT(15)
EVT_CALL(SetAnimation, ACTOR_SELF, 11, ANIM_ShyGuy_Red_Anim0A)
EVT_END_THREAD
EVT_THREAD
EVT_WAIT(133)
EVT_CALL(GetActorPos, ACTOR_ENEMY0, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, -3)
EVT_CALL(SetPartPos, ACTOR_SELF, 11, LVar0, LVar1, LVar2)
EVT_CALL(SetAnimation, ACTOR_ENEMY0, 1, ANIM_GeneralGuy_Anim05)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 11, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_ADD(LVar0, -20)
EVT_ADD(LVar1, 18)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 11, EVT_FLOAT(0.6))
EVT_CALL(JumpPartTo, ACTOR_SELF, 11, LVar0, LVar1, LVar2, 20, TRUE)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 11, EVT_FLOAT(0.3))
EVT_CALL(JumpPartTo, ACTOR_SELF, 11, 50, 54, 0, 30, TRUE)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 11, SOUND_2064)
EVT_CALL(SetAnimation, ACTOR_SELF, 11, ANIM_ShyGuy_Red_Anim07)
EVT_CALL(SetAnimation, ACTOR_ENEMY0, 1, ANIM_GeneralGuy_Anim04)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -1, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.2), EVT_FLOAT(0.8), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -3, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, -5, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.1), EVT_FLOAT(0.9), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, -1, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, -2, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, -3, 0)
EVT_WAIT(1)
EVT_CALL(SetPartScale, ACTOR_SELF, 14, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 13, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 12, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 13, 0, 0, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 12, 0, 0, 0)
EVT_CALL(SetPartDispOffset, ACTOR_SELF, 11, 0, 0, 0)
EVT_WAIT(12)
EVT_CALL(SetAnimation, ACTOR_ENEMY0, 1, ANIM_GeneralGuy_Anim03)
EVT_CALL(GetPartOffset, ACTOR_SELF, 14, LVar0, LVar1, LVar2)
EVT_CALL(ForceHomePos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 11, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 12, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 13, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 14, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_CALL(HPBarToHome, ACTOR_SELF)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 2, 4)
EVT_END_THREAD
EVT_END_IF
EVT_RETURN
EVT_END
};
EvtScript N(idle) = {
EVT_LABEL(0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(handleEvent) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_BEGIN_FIRST_STRIKE)
EVT_CASE_EQ(EVENT_HIT_COMBO)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_CASE_EQ(EVENT_HIT)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_ELSE
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_ELSE
EVT_CALL(GetDamageSource, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(DMG_SRC_SHELL_TOSS)
EVT_CASE_OR_EQ(DMG_SRC_POWER_SHELL)
EVT_CASE_OR_EQ(DMG_SRC_FIRE_SHELL)
EVT_EXEC_WAIT(N(80235168))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_CASE_EQ(EVENT_DEATH)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar0)
EVT_IF_FLAG(LVar0, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_WAIT(10)
EVT_ELSE
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVarA)
EVT_IF_EQ(LVarA, 3)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_WAIT(10)
EVT_ELSE
EVT_CALL(GetDamageSource, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_OR_EQ(DMG_SRC_SHELL_TOSS)
EVT_CASE_OR_EQ(DMG_SRC_POWER_SHELL)
EVT_CASE_OR_EQ(DMG_SRC_FIRE_SHELL)
EVT_EXEC_WAIT(N(80235168))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_WAIT(10)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 4, LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar2)
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVarA)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_IF_EQ(LVarA, 3)
EVT_EXEC_WAIT(DoBurnHit)
EVT_ELSE
EVT_CALL(GetDamageSource, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(DMG_SRC_SHELL_TOSS)
EVT_CASE_OR_EQ(DMG_SRC_POWER_SHELL)
EVT_CASE_OR_EQ(DMG_SRC_FIRE_SHELL)
EVT_EXEC_WAIT(N(80235168))
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_EXEC_WAIT(DoBurnHit)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 4, LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar2)
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVarA)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar1)
EVT_ELSE
EVT_IF_EQ(LVarA, 3)
EVT_EXEC_WAIT(DoBurnHit)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar1)
EVT_ELSE
EVT_CALL(GetDamageSource, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_OR_EQ(DMG_SRC_SHELL_TOSS)
EVT_CASE_OR_EQ(DMG_SRC_POWER_SHELL)
EVT_CASE_OR_EQ(DMG_SRC_FIRE_SHELL)
EVT_EXEC_WAIT(N(80235168))
EVT_SET_CONST(LVar1, -1)
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_EXEC_WAIT(DoBurnHit)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar1)
EVT_END_SWITCH
EVT_END_IF
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_ELSE
EVT_EXEC_WAIT(N(onSpinSmash))
EVT_END_IF
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_ELSE
EVT_EXEC_WAIT(N(onSpinSmash))
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(N(onDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_LAUNCH_HIT)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_ELSE
EVT_EXEC_WAIT(N(80235168))
EVT_END_IF
EVT_CASE_EQ(EVENT_SPIN_SMASH_LAUNCH_DEATH)
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVar5)
EVT_IF_FLAG(LVar5, STATUS_FLAG_SHRINK)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_ELSE
EVT_EXEC_WAIT(N(80235168))
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(N(onSpinSmashLaunchDeath))
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_SPIKE_TAUNT)
EVT_CALL(GetBattleFlags, LVar2)
EVT_IF_FLAG(LVar2, BS_FLAGS1_PARTNER_ACTING)
EVT_CALL(GetMenuSelection, LVar0, LVar1, LVar2)
EVT_IF_EQ(LVar2, MOVE_SPOOK)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END_IF
EVT_END_IF
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
EVT_EXEC_WAIT(DoImmune)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_WAIT(1000)
EVT_CASE_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
EVT_EXEC_WAIT(DoImmune)
EVT_CASE_EQ(EVENT_END_FIRST_STRIKE)
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 2, LVar1)
EVT_EXEC_WAIT(DoRecover)
EVT_CASE_EQ(EVENT_30)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar2)
EVT_EXEC_WAIT(EVS_DoNormalHit)
EVT_WAIT(1000)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar2)
EVT_EXEC_WAIT(DoScareAway)
EVT_RETURN
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(rotate) = {
EVT_SET(LVar0, 0)
EVT_LABEL(0)
EVT_SUB(LVar0, 30)
EVT_IF_LT(LVar0, 0)
EVT_ADD(LVar0, 360)
EVT_END_IF
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar0)
EVT_WAIT(1)
EVT_GOTO(0)
EVT_RETURN
EVT_END
};
EvtScript N(onSpinSmash) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_EXEC_WAIT(N(doSpinSmashHit))
EVT_CASE_EQ(1)
EVT_EXEC_WAIT(N(doSpinSmashHit))
EVT_CASE_EQ(2)
EVT_EXEC_WAIT(N(doSpinSmashHit))
EVT_CASE_EQ(3)
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_EXEC_WAIT(N(doSpinSmashHitLastGuy))
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(doSpinSmashHitLastGuy) = {
EVT_EXEC_GET_TID(N(rotate), LVarE)
EVT_CALL(GetPartEventFlags, ACTOR_SELF, LVar0, LVarA)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_CALL(PlayerCreateTargetList, TARGET_FLAG_4 | TARGET_FLAG_10000)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerID, LVar1)
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_IF_NE(LVar1, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_GOTO(0)
EVT_END_IF
EVT_LABEL(1)
EVT_ADD(LVarF, 1)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_IF_EQ(LVar0, -1)
EVT_GOTO(10)
EVT_END_IF
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_CALL(GetActorFlags, LVar0, LVar1)
EVT_IF_FLAG(LVar1, ACTOR_FLAG_TARGET_ONLY)
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, 0, LVar2)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(7.0))
EVT_CALL(JumpToGoal, ACTOR_SELF, 0, FALSE, TRUE, FALSE)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(DispatchDamageEvent, LVar0, 1, EVENT_SPIN_SMASH_LAUNCH_HIT)
EVT_GOTO(1)
EVT_LABEL(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_03)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(0.1))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(6.0))
EVT_CALL(GetActorSize, ACTOR_SELF, LVar0, LVar3)
EVT_DIV(LVar3, 2)
EVT_SET(LVar4, 70)
EVT_SUB(LVar4, LVar3)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar5, LVar4)
EVT_SUB(LVar5, LVar0)
EVT_IF_LT(LVar5, 6)
EVT_SET(LVar5, 1)
EVT_ELSE
EVT_SET(LVar5, 0)
EVT_END_IF
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar4, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, LVar5, FALSE, TRUE, FALSE)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.5))
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(3.0))
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar6, LVar7, LVar8)
EVT_SUB(LVar4, 18)
EVT_IF_LE(LVar4, LVar6)
EVT_SET(LVar4, LVar6)
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar4, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_ELSE
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar4, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar4, LVar7, LVar8)
EVT_CALL(SetActorJumpGravity, ACTOR_SELF, EVT_FLOAT(1.0))
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar4, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 12, FALSE, TRUE, FALSE)
EVT_END_IF
EVT_KILL_THREAD(LVarE)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_WAIT(10)
EVT_RETURN
EVT_END
};
EvtScript N(fall_apart) = {
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVarA)
EVT_SWITCH(LVarA)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, ANIM_ShyStackGuy_Anim01)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, ANIM_ShyStackGuy_Anim05)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, ANIM_ShyStackGuy_Anim09)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim11)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim15)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1C)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations2)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 2, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorSize, ACTOR_SELF, 62, EVT_IGNORE_ARG)
EVT_CALL(func_8026DA94, ACTOR_SELF, 0, -20, 0, -20)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 57, 30)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 2)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, ANIM_ShyStackGuy_Anim02)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, ANIM_ShyStackGuy_Anim06)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, ANIM_ShyStackGuy_Anim0A)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim12)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim16)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1D)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations3)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 3, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorSize, ACTOR_SELF, 44, EVT_IGNORE_ARG)
EVT_CALL(func_8026DA94, ACTOR_SELF, 0, -40, 0, -40)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 39, 30)
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 8, 3)
EVT_CALL(SetActorVar, ACTOR_SELF, 1, ANIM_ShyStackGuy_Anim03)
EVT_CALL(SetActorVar, ACTOR_SELF, 2, ANIM_ShyStackGuy_Anim07)
EVT_CALL(SetActorVar, ACTOR_SELF, 3, ANIM_ShyStackGuy_Anim0B)
EVT_CALL(SetActorVar, ACTOR_SELF, 4, ANIM_ShyStackGuy_Anim13)
EVT_CALL(SetActorVar, ACTOR_SELF, 5, ANIM_ShyStackGuy_Anim17)
EVT_CALL(SetActorVar, ACTOR_SELF, 6, ANIM_ShyStackGuy_Anim1E)
EVT_CALL(SetIdleAnimations, ACTOR_SELF, 1, EVT_PTR(N(IdleAnimations4)))
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_MULTI_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 4, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_NO_TARGET, FALSE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 5, ACTOR_PART_FLAG_MULTI_TARGET, TRUE)
EVT_CALL(SetActorSize, ACTOR_SELF, 26, EVT_IGNORE_ARG)
EVT_CALL(func_8026DA94, ACTOR_SELF, 0, -60, 0, -60)
EVT_CALL(SetPartSize, ACTOR_SELF, 1, 21, 30)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(lower_actor_pos) = {
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_301)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 18)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_THREAD
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar3, LVar1)
EVT_WAIT(2)
EVT_SUB(LVar3, 1)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(3)
EVT_SUB(LVar3, 2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(2)
EVT_SUB(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 5)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 7)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_ADD(LVar3, 2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_ADD(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_ADD(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 3)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_WAIT(1)
EVT_SUB(LVar3, 2)
EVT_CALL(SetActorPos, ACTOR_SELF, LVar0, LVar3, LVar2)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2064)
EVT_END_THREAD
EVT_RETURN
EVT_END
};
EvtScript N(doSpinSmashHit) = {
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(func_80231000_54CC70, EVT_PTR("X"), LVar0)
EVT_CALL(func_80231000_54CC70, EVT_PTR("Y"), LVar1)
EVT_CALL(func_80231000_54CC70, EVT_PTR("Z"), LVar2)
EVT_CALL(SetAnimation, ACTOR_SELF, 10, ANIM_ShyStackDamage_Anim00)
EVT_CALL(SetPartPos, ACTOR_SELF, 10, LVar0, LVar1, LVar2)
EVT_CALL(SetPartRotation, ACTOR_SELF, 10, 0, 0, 0)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 10, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_EXEC_WAIT(N(fall_apart))
EVT_SET_CONST(LVar0, 1)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_EXEC_WAIT(N(lower_actor_pos))
EVT_CALL(PlayerCreateTargetList, TARGET_FLAG_4 | TARGET_FLAG_8000 | TARGET_FLAG_10000)
EVT_CALL(InitTargetIterator)
EVT_LABEL(0)
EVT_CALL(GetOwnerID, LVar1)
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_IF_NE(LVar1, LVar0)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_GOTO(0)
EVT_END_IF
EVT_LABEL(1)
EVT_ADD(LVarF, 1)
EVT_CALL(ChooseNextTarget, ITER_NEXT, LVar0)
EVT_CALL(func_80231000_54CC70, EVT_PTR("T"), LVar0)
EVT_IF_EQ(LVar0, -1)
EVT_GOTO(10)
EVT_END_IF
EVT_CALL(GetOwnerTarget, LVar0, LVar9)
EVT_CALL(GetActorFlags, LVar0, LVar1)
EVT_IF_FLAG(LVar1, ACTOR_FLAG_TARGET_ONLY)
EVT_GOTO(1)
EVT_END_IF
EVT_CALL(GetOwnerID, LVar0)
EVT_CALL(func_80231000_54CC70, EVT_PTR("MYSELF ID"), LVar0)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(func_80231000_54CC70, EVT_PTR("TARGET ID"), LVar0)
EVT_CALL(func_80231000_54CC70, EVT_PTR("TARGET PARTS ID"), LVar1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_SET(LVar1, 0)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 10, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 10, EVT_FLOAT(7.0))
EVT_CALL(func_80231000_54CC70, EVT_PTR("TX"), LVar0)
EVT_CALL(func_80231000_54CC70, EVT_PTR("TY"), LVar1)
EVT_CALL(func_80231000_54CC70, EVT_PTR("TZ"), LVar2)
EVT_CALL(JumpPartTo, ACTOR_SELF, 10, LVar0, LVar1, LVar2, 0, TRUE)
EVT_THREAD
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 2, EVT_FLOAT(1.0))
EVT_END_THREAD
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetOwnerTarget, LVar0, LVar1)
EVT_CALL(DispatchDamageEvent, LVar0, 1, EVENT_SPIN_SMASH_LAUNCH_HIT)
EVT_GOTO(1)
EVT_LABEL(10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_PRESET_03)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 10, EVT_FLOAT(0.1))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 10, EVT_FLOAT(6.0))
EVT_CALL(GetActorSize, ACTOR_SELF, LVar0, LVar3)
EVT_DIV(LVar3, 2)
EVT_SET(LVar4, 70)
EVT_SUB(LVar4, LVar3)
EVT_CALL(GetPartOffset, ACTOR_SELF, 10, LVar0, LVar1, LVar2)
EVT_SET(LVar5, LVar4)
EVT_SUB(LVar5, LVar0)
EVT_IF_LT(LVar5, 6)
EVT_SET(LVar5, 1)
EVT_ELSE
EVT_SET(LVar5, 0)
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 10, LVar4, LVar1, LVar2, LVar5, TRUE)
EVT_SUB(LVar4, 18)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 10, EVT_FLOAT(1.5))
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 10, EVT_FLOAT(3.0))
EVT_CALL(JumpPartTo, ACTOR_SELF, 10, LVar4, LVar1, LVar2, 12, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 10, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(GetPartOffset, ACTOR_SELF, 10, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 10, SOUND_DEATH)
EVT_PLAY_EFFECT(EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0)
EVT_SET(LVar0, 0)
EVT_LOOP(12)
EVT_CALL(SetPartRotation, ACTOR_SELF, 10, LVar0, 0, 0)
EVT_ADD(LVar0, 8)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 10, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(80235168) = {
EVT_CALL(GetDamageSource, LVar0)
EVT_IF_EQ(LVar0, DMG_SRC_FIRE_SHELL)
EVT_CALL(SetAnimation, ACTOR_SELF, 10, ANIM_ShyStackDamage_Anim01)
EVT_ELSE
EVT_CALL(SetAnimation, ACTOR_SELF, 10, ANIM_ShyStackDamage_Anim00)
EVT_END_IF
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(func_80231000_54CC70, EVT_PTR("X"), LVar0)
EVT_CALL(func_80231000_54CC70, EVT_PTR("Y"), LVar1)
EVT_CALL(func_80231000_54CC70, EVT_PTR("Z"), LVar2)
EVT_CALL(SetPartPos, ACTOR_SELF, 10, LVar0, LVar1, LVar2)
EVT_CALL(SetPartRotation, ACTOR_SELF, 10, 0, 0, 0)
EVT_EXEC_WAIT(N(fall_apart))
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar1)
EVT_SWITCH(LVar1)
EVT_CASE_OR_EQ(EVENT_BURN_HIT)
EVT_CASE_OR_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, 4, LVar1)
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar1)
EVT_END_SWITCH
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar1)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 10, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_EXEC_WAIT(N(lower_actor_pos))
EVT_THREAD
EVT_SET(LVar0, 0)
EVT_LOOP(30)
EVT_ADD(LVar0, 24)
EVT_CALL(SetPartYaw, ACTOR_SELF, 10, LVar0)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartYaw, ACTOR_SELF, 10, LVar0)
EVT_END_THREAD
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, 10, EVT_FLOAT(3.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, 10, EVT_FLOAT(0.5))
EVT_CALL(GetActorSize, ACTOR_SELF, LVar0, LVar3)
EVT_DIV(LVar3, 2)
EVT_SET(LVar4, 70)
EVT_SUB(LVar4, LVar3)
EVT_CALL(GetPartOffset, ACTOR_SELF, 10, LVar0, LVar1, LVar2)
EVT_SET(LVar5, LVar4)
EVT_SUB(LVar5, LVar0)
EVT_IF_LT(LVar5, 6)
EVT_SET(LVar5, 1)
EVT_ELSE
EVT_SET(LVar5, 0)
EVT_END_IF
EVT_CALL(JumpPartTo, ACTOR_SELF, 10, LVar4, LVar1, LVar2, LVar5, TRUE)
EVT_SET(LVar1, 0)
EVT_SUB(LVar0, 10)
EVT_CALL(JumpPartTo, ACTOR_SELF, 10, LVar0, LVar1, LVar2, 10, TRUE)
EVT_WAIT(20)
EVT_CALL(GetPartOffset, ACTOR_SELF, 10, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlaySoundAtPart, ACTOR_SELF, 10, SOUND_DEATH)
EVT_PLAY_EFFECT(EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0)
EVT_SET(LVar0, 0)
EVT_LOOP(12)
EVT_CALL(SetPartRotation, ACTOR_SELF, 10, LVar0, 0, 0)
EVT_ADD(LVar0, 8)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 10, ACTOR_PART_FLAG_NO_TARGET, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 10, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(GetLastEvent, ACTOR_SELF, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_CALL(GetActorVar, ACTOR_SELF, 3, LVar0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(GetActorSize, ACTOR_SELF, LVar3, LVar4)
EVT_DIV(LVar3, 2)
EVT_ADD(LVar1, LVar3)
EVT_ADD(LVar2, 5)
EVT_DIVF(LVar3, EVT_FLOAT(10.0))
EVT_PLAY_EFFECT(EFFECT_SMOKE_BURST, 0, LVar0, LVar1, LVar2, LVar3, 10, 0)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_CALL(GetActorVar, ACTOR_SELF, 5, LVar0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar0)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(takeTurn) = {
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(EnableIdleScript, ACTOR_SELF, 0)
EVT_CALL(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
EVT_CALL(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
EVT_CALL(BattleCamTargetActor, ACTOR_SELF)
EVT_CALL(MoveBattleCamOver, 20)
EVT_CALL(func_8024ECF8, BTL_CAM_MODEY_MINUS_1, BTL_CAM_MODEX_1, FALSE)
EVT_CALL(GetActorVar, ACTOR_SELF, 6, LVar0)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar0)
EVT_WAIT(20)
EVT_ADD(LVar0, 4)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, LVar0)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E7)
EVT_WAIT(5)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2E8)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_MISS)
EVT_CASE_OR_EQ(HIT_RESULT_LUCKY)
EVT_SET(LVar5, 1)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 0)
EVT_END_CASE_GROUP
EVT_CASE_DEFAULT
EVT_SET(LVar5, 0)
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 4)
EVT_CASE_EQ(1)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 3)
EVT_CASE_EQ(2)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 2)
EVT_CASE_EQ(3)
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 1)
EVT_CASE_DEFAULT
EVT_CALL(SetActorVar, ACTOR_SELF, 7, 1)
EVT_END_SWITCH
EVT_END_SWITCH
EVT_SET(LVar1, LVar5)
EVT_CALL(GetActorVar, ACTOR_SELF, 8, LVar0)
EVT_IF_LE(LVar0, 0)
EVT_SET(LVar0, 0)
EVT_EXEC(N(launch_rock))
EVT_END_IF
EVT_IF_LE(LVar0, 1)
EVT_SET(LVar0, 1)
EVT_EXEC(N(launch_rock))
EVT_END_IF
EVT_IF_LE(LVar0, 2)
EVT_SET(LVar0, 2)
EVT_EXEC(N(launch_rock))
EVT_END_IF
EVT_SET(LVar0, 3)
EVT_EXEC(N(launch_rock))
EVT_WAIT(10)
EVT_CALL(GetActorVar, ACTOR_SELF, 7, LVar0)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(1)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 1, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CASE_EQ(2)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 2, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CASE_EQ(3)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 3, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CASE_EQ(4)
EVT_WAIT(2)
EVT_CALL(EnemyDamageTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_NO_CONTACT, 0, 0, 4, BS_FLAGS1_SP_EVT_ACTIVE)
EVT_CASE_DEFAULT
EVT_SWITCH(LVarF)
EVT_CASE_EQ(HIT_RESULT_LUCKY)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
EVT_CASE_DEFAULT
EVT_END_SWITCH
EVT_END_SWITCH
EVT_SET(LVarF, LVar0)
EVT_SWITCH(LVarF)
EVT_CASE_OR_EQ(HIT_RESULT_HIT)
EVT_CASE_OR_EQ(HIT_RESULT_NO_DAMAGE)
EVT_CASE_OR_EQ(HIT_RESULT_10)
EVT_CALL(UseBattleCamPreset, BTL_CAM_DEFAULT)
EVT_WAIT(15)
EVT_WAIT(15)
EVT_END_CASE_GROUP
EVT_END_SWITCH
EVT_CALL(EnableIdleScript, ACTOR_SELF, 1)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, TRUE)
EVT_RETURN
EVT_END
};
EvtScript N(launch_rock) = {
EVT_CALL(GetStatusFlags, ACTOR_SELF, LVarF)
EVT_IF_FLAG(LVarF, STATUS_FLAG_SHRINK)
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 7, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 8, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 9, EVT_FLOAT(0.4), EVT_FLOAT(0.4), EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_ADD(LVar3, -4)
EVT_ADD(LVar4, 28)
EVT_SET(LVar2, 9)
EVT_CASE_EQ(1)
EVT_ADD(LVar3, -4)
EVT_ADD(LVar4, 21)
EVT_SET(LVar2, 8)
EVT_CASE_EQ(2)
EVT_ADD(LVar3, -4)
EVT_ADD(LVar4, 14)
EVT_SET(LVar2, 7)
EVT_CASE_DEFAULT
EVT_ADD(LVar3, -4)
EVT_ADD(LVar4, 7)
EVT_SET(LVar2, 6)
EVT_END_SWITCH
EVT_ELSE
EVT_CALL(SetPartScale, ACTOR_SELF, 6, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 7, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 8, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(SetPartScale, ACTOR_SELF, 9, EVT_FLOAT(1.0), EVT_FLOAT(1.0), EVT_FLOAT(1.0))
EVT_CALL(GetActorPos, ACTOR_SELF, LVar3, LVar4, LVar5)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_ADD(LVar3, -10)
EVT_ADD(LVar4, 72)
EVT_SET(LVar2, 9)
EVT_CASE_EQ(1)
EVT_ADD(LVar3, -10)
EVT_ADD(LVar4, 54)
EVT_SET(LVar2, 8)
EVT_CASE_EQ(2)
EVT_ADD(LVar3, -10)
EVT_ADD(LVar4, 36)
EVT_SET(LVar2, 7)
EVT_CASE_DEFAULT
EVT_ADD(LVar3, -10)
EVT_ADD(LVar4, 18)
EVT_SET(LVar2, 6)
EVT_END_SWITCH
EVT_END_IF
EVT_CALL(SetPartSounds, ACTOR_SELF, LVar2, ACTOR_SOUND_JUMP, 0, 0)
EVT_CALL(SetPartPos, ACTOR_SELF, LVar2, LVar3, LVar4, LVar5)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar2, ANIM_ShyStackRock_Anim00)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar2, ACTOR_PART_FLAG_INVISIBLE, FALSE)
EVT_WAIT(1)
EVT_CALL(SetGoalToTarget, ACTOR_SELF)
EVT_CALL(GetGoalPos, ACTOR_SELF, LVar6, LVar7, LVar8)
EVT_CALL(SetPartMoveSpeed, ACTOR_SELF, LVar2, EVT_FLOAT(12.0))
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.0))
EVT_SWITCH(LVar1)
EVT_CASE_EQ(0)
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar2, LVar6, LVar7, LVar8, 9, TRUE)
EVT_SUB(LVar6, 100)
EVT_CALL(RandInt, 40, LVar9)
EVT_SUB(LVar6, LVar9)
EVT_ADD(LVar7, LVar9)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(0.8))
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar2, LVar6, LVar7, LVar8, 25, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CASE_EQ(1)
EVT_SWITCH(LVar0)
EVT_CASE_EQ(0)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(2.2))
EVT_CASE_EQ(1)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.8))
EVT_CASE_EQ(2)
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.4))
EVT_CASE_DEFAULT
EVT_CALL(SetPartJumpGravity, ACTOR_SELF, LVar2, EVT_FLOAT(1.0))
EVT_END_SWITCH
EVT_SET(LVar7, 0)
EVT_CALL(RandInt, 35, LVar9)
EVT_ADD(LVar9, 30)
EVT_SUB(LVar6, LVar9)
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar2, LVar6, LVar7, LVar8, 9, TRUE)
EVT_CALL(RandInt, 25, LVar9)
EVT_ADD(LVar9, 45)
EVT_SUB(LVar6, LVar9)
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar2, LVar6, LVar7, LVar8, 8, TRUE)
EVT_SUB(LVar6, 25)
EVT_CALL(JumpPartTo, ACTOR_SELF, LVar2, LVar6, LVar7, LVar8, 4, TRUE)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, LVar2, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_END_SWITCH
EVT_RETURN
EVT_END
};
EvtScript N(onDeath) = {
EVT_EXEC_WAIT(EVS_AnimateDeath)
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(GetActorVar, ACTOR_ENEMY1, 3, LVar0)
EVT_ADD(LVar0, 1)
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 3, LVar0)
EVT_IF_GE(LVar0, 2)
EVT_CALL(func_8026BF48, 1)
EVT_END_IF
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN
EVT_END
};
EvtScript N(onSpinSmashLaunchDeath) = {
EVT_CALL(func_8027D32C, ACTOR_SELF)
EVT_CALL(UseIdleAnimation, ACTOR_SELF, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, LVar0, LVar1)
EVT_SET(LVar2, 0)
EVT_LOOP(24)
EVT_CALL(SetActorYaw, ACTOR_SELF, LVar2)
EVT_ADD(LVar2, 30)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_CALL(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_ADD(LVar1, 10)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_DEATH)
EVT_PLAY_EFFECT(EFFECT_BIG_SMOKE_PUFF, LVar0, LVar1, LVar2, 0, 0, 0, 0, 0)
EVT_CALL(PlaySound, SOUND_DEATH)
EVT_CALL(DropStarPoints, ACTOR_SELF)
EVT_CALL(SetActorYaw, ACTOR_SELF, 0)
EVT_SET(LVar3, 0)
EVT_LOOP(12)
EVT_CALL(SetActorRotation, ACTOR_SELF, LVar3, 0, 0)
EVT_ADD(LVar3, 8)
EVT_WAIT(1)
EVT_END_LOOP
EVT_CALL(SetPartFlagBits, ACTOR_SELF, 1, ACTOR_PART_FLAG_INVISIBLE, TRUE)
EVT_CALL(GetActorVar, ACTOR_ENEMY1, 3, LVar0)
EVT_ADD(LVar0, 1)
EVT_CALL(SetActorVar, ACTOR_ENEMY1, 3, LVar0)
EVT_IF_GE(LVar0, 2)
EVT_CALL(func_8026BF48, 1)
EVT_END_IF
EVT_CALL(RemoveActor, ACTOR_SELF)
EVT_RETURN
EVT_END
};